/*
===========================================================================
This source file is part of DyLab (Dynamic Laboratory)
For the latest info, see http://dylab.googlecode.com

Copyright (c) 2006-2008 Lukas Krejci
(krejci.lukas@volny.cz)

This file is part of DyLab.

    DyLab is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    DyLab is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with DyLab.  If not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/

//===========================================================================================
#include <dylab/simobject/boundarymesh/Face.h>

//===========================================================================================
dylab::Face::Face()
{ 
}
//-----------------------------------------------------------------------------
dylab::Face::Face(Vertex * _v0, Vertex * _v1, Vertex * _v2, const Vector3 & _normal)
: mNormal(_normal)
{ 
	mVertices[TriangleGeometry3::V_0] = _v0, 
	mVertices[TriangleGeometry3::V_1] = _v1, 
	mVertices[TriangleGeometry3::V_2] = _v2; 
}                
//-----------------------------------------------------------------------------
dylab::Face::Face(Vertex * (&_vertices)[TriangleGeometry3::V_COUNT], const Vector3 & _normal)
: mNormal(_normal)
{ 
    for (TriangleGeometry3::VertexIdxIterator vertexIdx; vertexIdx.isValid(); vertexIdx++) 
        mVertices[vertexIdx] = _vertices[vertexIdx]; 
}
//-----------------------------------------------------------------------------
void dylab::Face::distributeNormal()
{ 
    for (TriangleGeometry3::VertexIdxIterator vertexIdx; vertexIdx.isValid(); vertexIdx++) 
        mVertices[vertexIdx]->addFaceNormal(mNormal); 
}
//-----------------------------------------------------------------------------